This is the master thread, the singular thread, the singularity of awesomeness - where awesome got so awesome it punched a hole in space time and created a black hole of infinite dimension to inherit the entire spectrum of awesome, and with this awesome, reconfigure the sublimity of logic, thus to manifest from an awakening white hole, a game, a game that which this Master thread lords over, a game that is being created as we read.

A tricky question to answer since it's not quite like any other game on the market. But it does share similarities to many games.

Take Ultima 7's desire to implement a realistic society and degree of interactivity, throw in Deus Ex's love of customizing your characters physical attributes and skills, and a healthy dash of Fifth Element's design aesthetic of a futuristic yet also grungy future and you're headed in the right direction.

The game is played from a 2d perspective similar to most beat em up games, but control wise it functions a bit more like a turn-based RPG like the 1st two Fallout games.

I think a key idea, one of the primary philosophies of this game is realism. The game world will feel like a real place when you play, where its inhabitants have their own motivations and agenda, where your actions will have real and lasting consequences.

A tricky question to answer since it's not quite like any other game on the market. But it does share similarities to many games.

Take Ultima 7's desire to implement a realistic society and degree of interactivity, throw in Deus Ex's love of customizing your characters physical attributes and skills, and a healthy dash of Fifth Element's design aesthetic of a futuristic yet also grungy future and you're headed in the right direction.

The game is played from a 2d perspective similar to most beat em up games, but control wise it functions a bit more like a turn-based RPG like the 1st two Fallout games.

I think a key idea, one of the primary philosophies of this game is realism. The game world will feel like a real place when you play, where its inhabitants have their own motivations and agenda, where your actions will have real and lasting consequences.

That's just a general description.

How about mortality for the character in the game. Death is "done and done"- start again.

In the short lived BSG spinoff "Caprica" they had something like that. But once you derezzed that was it. You were banned from the game.

I'm going to include the option of a 'Hardcore' mode for those who want to play that way (myself included). In that mode, if you are absolutely destroyed, you're absolutely destroyed.

In this game you're a sentient robot. I should mention that.

The way I'm dealing with death in the easier level of difficulty is just simply to have you respawn at a certain checkpoint or safe house but have you lose any equipped items. No inventory loss, because that shit pisses me off in games like minecraft or MMOs, but you'll drop the things in your hands and on your body. That would include any clothing or disguise, but not any armor or utilities attached directly into your chassis.

I'd definitely recommend playing it on Hardcore though. Since you're a robot it's possible to lose things like arms and legs and not die from it, so I want there to be a real sense of desperation if you don't play carefully and something like that happens to you...because if you don't resolve the situation quickly that's game over. So you might choose to try and flee and seek out repairs, or maybe you'll say fuck it and start using a .45 instead of the assault rifle you were just using, or hell maybe you'll even pick up your severed arm and ram it through the chest of whatever asshole just blew it off. Just crazy shit like that. I want, when people start playing this game, not to think 'oh okay so this is how I play this game,' but to think, "oh okay so I can play it this way.. or this way.. or this way.. " and just go with their preferred style.

Of course on the easy difficulty you'll have just as much freedom of choice. I feel there is so much more weight when the consequences are that severe though. Whenever I play Diablo 2 it's always in intense experience because of it. I want you to have the option to feel that way here too.

Finished ironing out the scheduling and route procedures that occur at the beginning of the game. All NPCs now properly spawn at their respective residences and predict their schedule and routes for that day. All procedures are properly inherited by their respective level conduits.

Props to Microsoft for creating Excel, for without it, creating those lists would have taken hours.

very cool stuff. i don't know that any ideas i have are any good-but it's just cool to dedicate yourself to a project like this. major props.

in general, i like the whole direction i see a lot of literary and some televised 'bad guy' characters going, as far as not being very discernible from the 'good guy' characters-they're all people and all have what seem to them to be rational motivations-but having a 3rd person perspective, you the player/reader/viewer see how they both are pretty fucked, and in a game you could have the option of which side, ethos, whatever to join with. man.

awesome thread. i don't care if you even put that in-just thinking about a game with such options is exciting

someone's going to post a picture with twenty games with exactly what i just said.

I'm using the Torque 2d engine, and so far only 5 weeks into development, so there is still a very long way to go.

Considering it's only been 5 weeks and I didn't really know what the hell I was doing when I first bought and licensed the engine, the progress I've made has exceeded my expectations.

I literally just bought the thing and jumped right into it, not having any real programming experience save for a few classes back in high school, I had no idea if it was even possible to accomplish the sort of stuff I had in mind. But so far everything I've attempted I've been able to figure out a way to make it happen.

Logical ingenuity FTW.

@ ellis:

Moral ambiguity is part of the game world as it is meant to reflect the psychological aspects of our own. There is no 'good' guy or 'bad' guy. You as the player will decide who you will associate with and in which ways you will conduct yourself.

The main difference between this game and most games that allow you to do whatever you want is that there will be lasting consequences to your behavior. If say you decide to slaughter a street full of people, the extremity of your behavior will provoke law enforcement or military to actively seek you for the rest of the game.

Even doing things like treating a person badly, afterward that person will not act kindly in interactions with you unless you find a way to get back on their good side. This is on a per person basis too, as every one of the 5000 NPCs in the game is an individual.

You can literally pick any NPC and watch them perform their daily routine and see them perform the sort of activities any real person would.
(this is already implemented into the game)

At this point the Player doesn't have the ability to actually interact with it yet.

[QUOTE=Sir-Ex;52051781]
I literally just bought the thing and jumped right into it, not having any real programming experience save for a few classes back in high school, I had no idea if it was even possible to accomplish the sort of stuff I had in mind. But so far everything I've attempted I've been able to figure out a way to make it happen.

The main difference between this game and most games that allow you to do whatever you want is that there will be lasting consequences to your behavior. If say you decide to slaughter a street full of people, the extremity of your behavior will provoke law enforcement or military to actively seek you for the rest of the game.

Even doing things like treating a person badly, afterward that person will not act kindly in interactions with you unless you find a way to get back on their good side. This is on a per person basis too, as every one of the 5000 NPCs in the game is an individual.
QUOTE]